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Posts
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I know from the RWZ arc that they can be a royal PITA, depending on what AT I'm on. No more or less than Malta, or Knives, off the top of my head. I just adjust my tactics accordingly. SOMETIMES that means lowering my difficulty, but I only have one half-billion inf toon, some are still just on SOs.
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Quote:"Majority" isn't hyperbole, it just means "more than half".
Loling and referring to that as hyperbole is fairly ridiculous in itself. If it wasn't true the downsides wouldn't be brought up so often by so many different people and get 'refuted' by the same few people each time. The forums aren't a microcosm of the general playbase though so look in game.
Since I've been playing I've heard more people in game complain about knockback than any other effect and seen no-one mention any good points about it outside of hurricane. People setting up teams will ask for more control, heals, -res, +def, +recov, melee damage, ranged damage, even stealth and recall; I have never heard anyone say "this team needs more knockback" but have heard someone say "have you got anything except a PB?".
"Everyone" would be wrong. "Vast majority" would be hyperbole. "Majority" is simple observation.
I think they meant you have no proof that literally the majority of players think KB is bad. You have anecdotal evidence, but that is always viewed as flawed when generalized that way.
I play on Virtue, which I think is generally more accepting of "bad" things (like KB), though I have gotten tells before essentially asking me not to use a power that causes KB. I've given this a fair bit of thought, and here's my conclusions: on a team that is steam-rolling (generally speeding through content with virtually no resistance), adding KB will slow it down, and probably generate those kinds of tells. On a team that is struggling (deaths every other spawn kind of thing), adding KB will aid tremendously, as it offers significant mitigation. Generally speaking though, it's not KB powers that are bad, it's the team not knowing how to handle KB powers that's bad.
Tanker: KB knocks foes out of my taunt aura! KB is bad!!! Um, no, move around, use something OTHER than your taunt aura to keep aggro, we'll be fine...
Blaster: KB knocks foes out of my AoEs! KB is bad!!! Um, no, tell you what, I'll give you a count to 5 before I use my KB, that should give you time to get off at least two AoEs, and my KB should finish the spawn off, we'll be fine...
Those are the only two ATs I've ever had complain. Scrappers could care less, scrapper-lock ignores having to chase down bad guys(go. kill. skullz). And defenders generally LIKE the breather that KB provides. (wow, you can help heal while the bad guys go flying!) Controllers could care less, hard control will prevent the KB, and soft controls aren't as concerned with "locking down" spawns.
IME YMMV etc. etc. -
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Fun fact: Lightform has no rooting, you can use Solar flare, or any other power, on the move.
Flying in with photon seekers in hot pursuit is an entertaining way of getting a spawns attention (Quantum Flight especially). -
Quote:I have a DA/FM tank as well (sorry, you weren't the inspiration for it...the Balrog of LotR was, hence the name: Baal Rog), but you have definitely invested more in yoursI appreciate the compliments.
I'd like to point out that my tank is Dark Armor/Fire Melee. Since Fire Melee provides no extra mitigation, every ounce of survivability my tank has is from Dark Armor.
If Dark Armor really does suck for you, I assure you that it's the result of operator error.and it shows. I am borrowing some slotting ideas from you though
(theft of essence +end, yum).
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Quote:Someone's never read Arcanaville's Scrapper Secondary Comparison... Dark Armour has: decent defense capabilities (Cloak of Fear's -tohit is essentially the same as +def), moderate resistances, especially to things most other sets are weak to (ie. psi), and the strongest self heal in the game. Yeah...totally needs help.[/sarcasm] I think what gives most people the impression that it under-performs, is that instead of having to watch your health bar like most sets, you really have to watch your endurance bar. Dark Regen will solve your health needs, IF you have the endurance to fire itthis
In comparison to the SR i made, the Regen i made, and fire spinz farmer this is not that dark is way below the line.
I was looking to play some powersets i never did before. Since i have about 28 50s now. And dark armour and claws were some that i wanted to try.
I put dark onto a defender and ill try claws on somthing else later.
No matter what dark really needs attentiopn form the dev team. On melle toons and the toggles are rediculous. Even slotting ios (miracles, panacea, and numina and getting all the +end bonuses its not enough)
compared to other scrapper def/resist sets. As has been pointed out repeatedly in this thread and others, the endurance "issue" has several IO solutions. If you take the IOs one step further (a la Dechs Kaison), DA becomes a beast. Not surprisingly, that's what Arcanaville "predicted".
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Quote:I'm sure someone else has probably said this, but that scenario is not unique to Empathy. Thermal plays like that too. Kinetics, to a lesser extent, as well. There are probably others too. Granted, Thermal isn't a DEFENDER power set, but being a controller just makes it WORSE as the team is also depending on you to lockdown an entire spawn, or a specific mob, or enemy mezzer (or in the case of malta, all of the above).First time rolling an Empathy Defender in the past 3-4 years and boy is it tiring. Honestly, it feels more straining than any other powersets
...especially during low levels.
Have to either CM everyone or pay attention to anyone who got mezzed.
Have to keep Fortitude going on several different players.
Have to keep healing most of the times.
Have to gather the team or wait for an opportunity where everyone is grouped up for both RA auras.
This is the most workout I've gotten in a long time. It's fun when I have the energy for it though :] -
I can confirm that the click buff Secondary Mutation power does NOT carry over into the forms. It does however reappear when you return to human form (ie. the buff isn't lost when you shapechange, just suppressed somehow). I suspect it has something to do with the rikti monkey form "buff", which locks you out of the forms for its duration. I hope this is not "working as intended", as until now all click buffs have carried over into the forms...
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Hardly ever. I have it on my DA/FM tanker, to help out his relatively low S/L resists, and on my MA/SR scrapper, to open up weave for soft-capping. Granted, that works out to 1/2 of my tankers, and 1/5 of my scrappers, but still, I seem to find better powers to take in lieu.
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For me, tanking is a playstyle, not limited to one AT. It's a simple and fun playstyle. 1) lead the charge. 2) protect your allies. 3) sacrifice: I'm the only one "allowed" to die. Granted, Tankers accomplish this better than most
but from time to time I've done it on all my toons.
Don't get me wrong, it's not purely an altruistic playstyle, but it's perhaps the most heroic, and that's the enjoyment for me. It's also why I enjoy having a good tanker on my teams - seeing them be all heroic is inspiring!
Sure, I do damage. Lots even (Fire secondary & APP). And sometimes the sacrifice isn't my death, but just doing something else that helps the team triumph without personal fanfare. But still, there's a unique satisfaction to seeing my health being the ONLY one that dips to dangerously low levels. -
Quote:Suggesting a change in the game (reduction, or removal of the recharge time for Rest), or saying that there is a problem with a mechanic (that Rest has a recharge time at all) without proof, immediately puts you in a bind. If you can't prove it, forumites with significant knowledge of the game's mechanics, and/or mathematical skills will quickly dismiss you for your lack of proof - it's not upon them to do your work. If you don't prove it, forumites with some debating sense will dismiss you for not proving your assertion - it's not upon them to disprove a mere assertion. If you outright ignore requests for proof, lurkers like myself dismiss you - you're likely a trollI have remained completely respectful toward you. I ask that you do the same if you wish to actually have a discussion. If you lack the ability to be polite with someone who disagrees with you, then this discussion is pointless.
I will say again, since apparently I have been misunderstood: My only complaint is that the ability to rest and recover has a recharge time. I do not on any of my characters constantly need Rest after every spawn. However, sometimes things go awry, you pull too many mobs, and your character is left in a state with no inspirations and Rest on recharge. At this point you literally can do nothing but stare at the screen waiting. That specific situation is what I am talking about. Leave your posturing and snark out please.
Again, my point is not about "endurance issues." It is about that one mechanic.
And to Fulmens: My first paragraph applies to you as well. Can we at least attempt to behave like we're trying to come to a consensus? I have asked for a reasonable explanation of why you think my idea (no- or low-recharge Rest ability) is a bad idea. You have yet to give me something that isn't patronizing.(I'm not accusing you of being a troll, just saying under those circumstances, it's a possibility).
Respect and Reason are all fine and dandy for a discussion, but all you've given us is: I don't like to stare at the screen waiting for my endurance bar to refill. The situation you described actually has an "out": run (ok, walk, forgot no endurance...) into the nearest spawn, die, go to hospital - instant blue bar refill. You might even get back to the mission (and action) faster than if you had just waited for your endurance to refill sans Rest (depending on distance from hospital, access to travel power, etc).
Speaking of dying, there's another situation that can "make" you sit and stare at the screen waiting. Why aren't you suggesting an auto-rez feature after 30 seconds? Or traveling! Why do we have to travel to missions, as soon as we select one we should auto-enter it. Or zoning! They should totally do away with that, no? Why just endurance? All of those things basically take you out of the game too.
People have made excellent points as to why you're not supposed to like waiting for you endurance bar to refill. Which on the one hand validates your point, but on the other hand makes it moot. The devs have implemented several ways to reduce the amount of time you have to wait for it, yet they haven't gone so far as to completely remove the mechanic. That should tell you something. -
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Just wanted to add that with the inherent now carrying over, it's not uncommon to be at the Kheld resist cap (85%) to all but psi while on a team in dwarf form. Most people also pick white dwarf as the better for tanking because the heal doesn't require a tohit check (ie. more reliable), in addition to the taunt effect in Dwarf Flare. Black Dwarf's do ok though, and with a bit of support can be real monster scrankers. -
SB (and Kinetics in general) can be a tough introduction to a support toon. I know I hated playing one, to the point that I deleted my level 50 ill/kin
(this was before we could purchase more character slots, or move characters to other servers).
That said, you're playing a support toon. Your role on the team is to buff/heal your allies, and/or debuff or otherwise impede your enemies. Your teammates shouldn't have to say please and thank you just to get you to do your job. If I was the team leader, I would make it clear that you should either buff, or leave - unless you were obviously very new to the game. I was just a team member...dunno...SB is good, but I can get by without it. -
To the OP:
Things to keep in mind when playing a human-only PB:
- your melee attacks out-damage your ranged attacks by a significant margin (I am including photon seekers, dawn strike, and solar flare here).
- +recharge is your friend, even if it's just to get lightform back sooner.
- lightform rocks.
- lack of mez protection outside of lightform sucks.
- some people call you a blapper, but in terms of survivability/damage output you're more of a scranker (shields +dull pain clone + self heal).
- teams make you awesome (as of i13, this is true of all khelds, not just human-only). on the right team your damage will approach scrapper levels, as should your survivability. Solo...meh, you can, but kheldians in general are really meant to team (look at their inherent). as every mission YOU have will contain a void, quantum, or cyst, you'll find you can't solo some of the higher difficulty settings, despite being able to survive them easily on teams.
- you won't feel the "slot crunch". you also won't be as versatile as a bi or tri-former. even with the slot crunch, a tri-former ("properly" slotted) will out damage you (nova form is that good), and out survive you (dwarf form is that good). you will have the opportunity to pick power pools that may be more beneficial to the team tho. at least, that is my experience with two tri-forms and a human only. -
As a rule, only click powers (and the inherent) carry over into the forms. Ally buffs carry over as well. The inherent has become a huge factor (before i13 it didn't carry over).
Orbiting Death is very good, but it's probably best not to take it right away, as it does aggro things to you exceptionally well. Later on, it allows you to focus your attacks on Lts+, as minions will get chewed down, especially if you've also got inky aspect running.
As soon as you can get Nova, slot those powers, they exceed your human only powers by far. After you get Dwarf form, you can (at your discretion) split your slots between the forms, but really, as long as you team, Nova is usually your dominant form. Personally, Dwarf is the last form I slot powers on ( I slot the form immediately tho).
The Kheldian damage cap is 400%, or +300% (100% being your base damage). Warshades are one of the few ATs/powersets that can potentially self cap (double mire + nova form).
For a first time WS, honestly, the best thing is to experiment. Different tactics work with different teams (definitely team tho), and in different situations. There's really no other AT/powerset that plays quite like them. In general, count to 2 after the tank engages a spawn. That will save you from unwanted aggro, but there will still be sufficient enemies to buff from. Also, going from Dwarf/Nova TO human is faster than going FROM human to either form, or from form to form. Tri-form is your best bet in the long run, there is really no benefit to not going that route, save preference. -
With regards to binds/macros not working for you: for whatever reason, the game sees copy/pasted double quotes (") as two single quotes (''), which breaks the bind/macro...hmmm...it's possible I have that backwards
BUT the point is, you might have to type the bind/macro, not copy/paste it.
I cannot overstate the importance of using either a bind or macro to manage shifting forms (ie. changing your default power tray so that the powers for whatever form you're in are on the default tray). Without them, I can see the forms being unplayable. I know before the improvements in i13, it caused several players I know personally to not play kheldians at all (human-only was...less viable back then). -
First of all, congratulations if you've managed to read the thread this far...
While I do think there is a problem with game-play at levels 1-22, I don't think the problem has Endurance Recovery at it's core. There are a number of very significant factors that all contribute to low level characters having perceived endurance issues. IMO biggest of these is game pace: no one wants to stop mid fight, everyone wants to steam-roll from one spawn to the next. I'm going to avoid delving into the psychological reasons behind this tendency, but hopefully you'll concede that it exists. The result is that we push the pace, spamming powers until we're literally out of endurance. Next is accuracy: the more often your attacks/powers miss, the more endurance you waste. Then comes damage (per attack): the more attacks required to defeat a spawn, the less endurance you have available for the next spawn - which you want to get to as soon as possible given the steam-roll tendency. Lastly, we have what I would call "slot starvation": limited enhancement slots per power, and limited bonuses from whatever enhancements you choose to slot (compared to what you can get after level 22).
Stamina, if taken at level 20, puts a band-aid on the problem until level 22 when SO enhancement slotting becomes possible, and ultimately "fixes" the problem.
Obviously, the dev's can't (and shouldn't) do anything to "fix" our steam-rolling desires, so that leaves accuracy and damage. The dev's have made some effort here, essentially removing the AT damage modifier from levels 1 - 10, as well as adding the VET attacks, and more recently with "Beginner's Luck" which effectively negates the wasted endurance from certain missed attacks.
I think the next step should be to adjust (increase) the bonus values from lower level enhancements (TOs and DOs) as suggested earlier in the thread. As this will certainly result in a faster leveling speed for characters, it may require a downward adjustment in how much xp is rewarded at those levels too, although with improved steam-rolling capability, I don't think most players will complain. It might take MORE missions to level, but if you get through those missions faster, is that really such a bad thing?
Here's the catch though: we can never steam-roll fast enough! There are
scrappers out there with Quick Recovery, Stamina, and Physical Perfection. Probably other +endurance or +recovery powers too. Warshades (myself included) that fire Stygian Circle "just to top up the tank". Some characters might even wish they had bigger attacks to leverage all that endurance against! And it's not just endurance we see this with. We have soft-capped defenses, resistance-capped toons galore, damage-cap, recharge cap, etc etc etc...all in pursuit of ONE thing: the steam-roll. It won't matter if we increase the recovery rate, or the total amount of endurance, we'll still want more. Sure, HOW that steam-roller gets used varies (farming, soloing AVs, Mo*TFs, etc), but we all strive towards it. Raising the lower limits just pushes us closer to the upper limit.
Honestly though, there's so many work-arounds to the perceived endurance issue (the best being: TEAMS!), that I don't think we'll see any action on it by the dev's. Just have to wait and see what they do in CoH2. -
It's the steam-roll effect. Mire to buff damage, to defeat enemies quicker, so you have bodies for pets and stygian circle, so you have endurance to mire, to defeat enemies...etc etc etc. People LOVE this. A good team does it, the WS can do regardless of a team. Kinectics probably gets the same glowy reccomendation
(fulcrum shift, speed boost, etc). As good as PBs are (I have 3 of em!), they don't steam-roll like a WS. Simple.
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I too had a hard time with tanking at first. I can't tell you how many false starts (deleted) I had. Then an interesting thing happened: I got my first 50, and started a Kheldian. White Dwarf (lvl 20 Peacebringer power) basically gave me what I needed: a simplistic bare-bones tank. Teleport, Heal, Taunt, AoE, ST, high resists. It still took me a while to learn to use those tools, but having essentially instant access to a base tank was exactly what I needed. For the life of me I couldn't get the powers picked/slotted properly in a tank before that, to the point that I too thought: I am not a tanker-type. Lo-and-behold though, my Dwarf soon had me tanking in spite of myself. "lvl xx team lf tanker" "I can tank!" Soon after getting that PB to lvl 50 I dove into a pure tanker: Dark Armor/Fire/Fire whom I enjoy immensely
As for the gorilla vs. gazelle thing: *shrugs* I set a pretty mean pace, and used to race fire/kin farmers till they stopped inviting me
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Quote:Amy specified god mode powers "that squishies get". Last time I checked - which, admittedly, is never - "squishy" is a term generally used to describe low defense/resistance and low hit point ATs, (blasters, defenders, and controllers, blue-side) none of which get a tier9 defensive power in their secondary powerset (the location of every traditional god-mode power in the game). As for Lightform....it meets the "tier9 defensive power in a secondary powerset" (technically Kheldians have 10 tiers), but PBs are far from "low defense/resistance and low hit point ATs" (ie. not squishy, though they are squidy from time to time).Amy,
I'd say that is most of the "God Mode" Powers.
Scrapper Power Surge
Scrapper Unstoppable
Scrapper Moment of Glory
Scrapper One with Shield
Scrapper Strength of Will
Tanker Power Surge
Tanker Unstoppable
Tanker One with Shield
Tanker Strength of Will
Force of Nature is thus probably the closest thing a "squishy" has to a god-mode power, though I think Vengence might be a worthy runner-up. -
Just because Dwarf is your best choice when tanking, doesn't mean it has to limit your options. If I am the lead tank on a team, I will mix things up depending on the situation. Examples: zoom in with quantum flight, ignoring the alpha strikes entirely, un-phasing into Dawn Strike, pop a blue and turtle up in dwarf while the team cleans up leftovers. Or, lead off with the KnockDown AoE of Nova (forget the name) followed by the cone, drop to human for some solar flare goodness, then turtle up. PBs have more than enough tools to survive the alpha strikes, dwarf is just the best.
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Quote:I take exception to these comments. A White Dwarf, with just minimal SO slotting, can tank all but the most difficult AVs in the game (LR and GW, imho), and I'd be surprised if there wasn't a purple'd out fully slotted White Dwarf out there who hadn't tanked both of those as well. From 20 to the early 30s, a PB is on par with your average pure tanker. White Dwarf has all the essential tools: taunt, AoE, self-heal, its only problem is that it really only has access to 6 or so powers (accolades can be triggered while in dwarf, some anyway). I've personally tanked everything but the STF.Generally, if a team wants a tank, they don't look for PBs.
Remember, tanking is more than taking alphas. It's all about keeping aggro controlled, clustering groups to leverage your teams AoEs, and staying alive. With that said, there is no way a team can expect a PB to tank unless he stays in dwarf form all the time, and even then he can only half-tank.
It seems to me your human only build has blinded you to the capabilities of your Dwarf cousins...I would take a PB with Dwarf over a tauntless WP tanker anyday, and twice on tanker-tuesdays
That said, with few exceptions, teams don't really need a tank of any sort. They can help immensely, and certainly make things safer for the rest of the team though. -
Lightform: I have it on both my tri-form PB and human only PB. Obviously, it gets used a lot more on my human only
. Its usage, like any tier9/godmode power, is highly situational. I'll use my tri-form for examples, as human only uses it basically whenever it is up in combat. I use it most often to become a near-indestructible healer (which plays into your question about Glowing Touch). 85% resists, mez protection, and a decent heal other ability, on top of my own significant self heals. I can stand in the thick of things healing those that need it when no one else (save maybe a tank or scrapper with medicince pool) could. When is that necessary? When all other healing on the team has been killed, and the thick of it is piling up on the survivors
. I also occasionally use it preemptively before using Dawn Strike (nuke), especially on smaller teams where the striker/tanker roll is on me already. Or any situation where end drain threatens to drop me out of dwarf form but I still need the protection of dwarf.
Presence Pool: I can't think of a single toon of mine that's taken anything from it and kept it. 'Nuff said?
Glowing Touch vs. Medicine Pool: The heal itself isn't as strong, but can't be interrupted. Generally I don't take a Pool power that I have access to already in my primary/secondary...so unless there is something else in the Medicine Pool you're going for, or some set that will work with a Pool power and not Glowing Touch, I don't see much point in taking Medicine over Glowing Touch. I say take Glowing Touch. A little bit of healing here and there is actually all most teams really need. Sure, engaging a fresh spawn at less that full health scares some players, but...it does make things more entertaining ;D. -
I've never heard anyone, in game, say anything one way or another about the "epicness" of Kheldians. I have heard people, in game, complain about cysts, but I usually attribute that to either ignorance, or a few bad experiences.